#version 110

uniform mat4 ModelMatrix;
uniform mat4 ViewMatrix;
uniform mat3 NormalMatrix;
uniform mat4 ProjectionMatrix;

varying vec3 normal;
varying vec4 position;
varying vec2 TexCoord;

void main()
{
	normal = normalize( NormalMatrix * gl_Normal);
	position =   ModelMatrix * gl_Vertex;
	TexCoord = gl_MultiTexCoord0.xy;
	gl_Position = ProjectionMatrix * ViewMatrix * ModelMatrix * gl_Vertex;
}
